2024-09-10 05:40:05 +02:00
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#ifdef _YY_HLSL11_
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#define PALETTE_LIMIT 1024
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#else
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#define PALETTE_LIMIT 256
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#endif
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2023-07-23 20:21:35 +02:00
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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2024-08-25 10:18:22 +02:00
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uniform vec4 colorFrom[PALETTE_LIMIT];
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2023-07-23 20:21:35 +02:00
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uniform int colorFromAmount;
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2024-08-25 10:18:22 +02:00
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uniform vec4 colorTo[PALETTE_LIMIT];
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2023-07-23 20:21:35 +02:00
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uniform int colorToAmount;
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uniform int useMask;
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uniform sampler2D mask;
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void main() {
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vec4 p = texture2D( gm_BaseTexture, v_vTexcoord );
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int index = 0;
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float minDist = 999.;
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for(int i = 0; i < colorFromAmount; i++ ) {
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float dist = distance(p.rgb, colorFrom[i].rgb);
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if(dist < minDist) {
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minDist = dist;
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index = i;
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}
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}
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2024-01-08 08:10:50 +01:00
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gl_FragColor = vec4(colorTo[index].rgb, p.a * colorTo[index].a);
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2023-07-23 20:21:35 +02:00
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}
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